void chooseAttackers() { setupAvailables(); if (playerTurn) { UnitMesh contender = availableFriends[0]; int choiceInd = availableFriends[0].myUnit.chooseTarget(unitMeshListToUnitList(availableEnemies)); UnitMesh opponent = availableEnemies[choiceInd]; //TODO: UnitMesh gameobjects drawAttackBetween(contender.gameObject, opponent.gameObject); contender.myUnit.myData.onStartFight(); opponent.myUnit.myData.onStartFight(); //TODO: actual index iteration maybe? } else { UnitMesh contender = availableEnemies[0]; int choiceInd = availableEnemies[0].myUnit.chooseTarget(unitMeshListToUnitList(availableFriends)); UnitMesh opponent = availableFriends[choiceInd];//.gameObject; //TODO: SAME AS ABOVE drawAttackBetween(contender.gameObject, opponent.gameObject); contender.myUnit.myData.onStartFight(); opponent.myUnit.myData.onStartFight(); //enemyAtkInd = (enemyAtkInd + 1) % enemyUnitCount; } curAttackersHighlighted = true; }
/*void OnMouseEnter() * { * mouseOverFunc(); * }*/ public void assignUnit(bUnit unit) { if (myUnitMesh == null) { myUnitMesh = transform.GetChild(0).GetComponent <UnitMesh>(); myUnitMesh.transform.localScale = new Vector3(.5f, .5f, .5f); } myUnitMesh.gameObject.SetActive(true); storedUnit = unit; myUnitMesh.myUnit = unit; myUnitMesh.initUnitRenderComponents(); myUnitMesh.myMarketSlot = this; if (!isInvSlot) { if (myCostIcon == null) { myCostIcon = transform.GetChild(1).gameObject; } myCostIcon.SetActive(true); myCostIcon.transform.GetChild(0).GetComponent <TextMesh>().text = "" + unit.curBuyCost; } }
// // Unity Hooks // private void Awake() { // grab components tileMesh = GetComponentInChildren <TileMesh>(); factionMesh = GetComponentInChildren <FactionMesh>(); provinceMesh = GetComponentInChildren <ProvinceMesh>(); tileRangeMesh = GetComponentInChildren <TileRangeMesh>(); unitMesh = GetComponentInChildren <UnitMesh>(); // initialize the world World.InitializeWorld(this); UI.Initialize(this); }
public void assignUnit(bUnit unit) { if (myUnitMesh == null) { myUnitMesh = transform.GetChild(0).GetComponent <UnitMesh>(); //myUnitMesh.transform.localScale = new Vector3(.5f, .5f, .5f); } myUnitMesh.gameObject.SetActive(true); myUnit = unit; myUnitMesh.myUnit = unit; myUnitMesh.initUnitRenderComponents(); myUnitMesh.mySlot = this; }